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  1. #31
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by FallenWings View Post
    But in all honesty, people fail to realize that even with a full group comp, you lose out on the plethora of utilities that the DPS possess. A simple solution off the top of my head is have the DPS possess the damage buffs so that a proper tank and dps composition would have a much, much higher rdps than a full tank comp. This is already present in Limit Break. Balance content around the proper composition rdps and you will naturally have people playing all roles. Tanks can now have equal impact on fights and feel comparatively powerful? We can all compete against eachother in DPS? I'd extent this concept to healers as well but they can't heal and dps at the same time and have to actually choose their GCDs.
    ...
    Tanks being unpopular due to rewarding difficulty is much better than it being an unrewarding chore that only exists because content or design forces it.
    I'd still rather be able to contribute through something other than JUST dps at that point, as a tank. I'd like to have to choose whether I want to help go ham on something or I want to contribute in some other way at a given time, not through long-term stretches such as GCD stance swaps and gauge-halving, or even the mere fact that I am a specialist (tank), but through more GCD-to-GCD or resource-consuming oGCD options.

    The main issue, imo, is simply that so much of tanks' arsenals is content-scaling, meaning that their contribution inevitably makes them required at first and inferior later. They can be undertuned or overtuned to make that required phase longer, or vice versa, but as long as their mitigation and tools are consistently percentiles of enemy stats, rather than their own, they will not scale in the same way that DPS or healers will. The only notable exceptions to this was 1.x - 2.0 Warrior, with mere traces remaining in its current iteration. It was capable of no-healing Amdapor Keep myth runs, but painfully inferior to Paladin in first Coil, all because the one's toolkit scaled only with content, and the other's only with gear.

    Build new mechanics for core tanking mechanisms that allow perhaps for some greater value in practice when still underleveled for content but that nonetheless scale as well as healing, and voila, you've got consistent tank relevance.
    (1)

  2. #32
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    The main issue, imo, is simply that so much of tanks' arsenals is content-scaling, meaning that their contribution inevitably makes them required at first and inferior later. They can be undertuned or overtuned to make that required phase longer, or vice versa, but as long as their mitigation and tools are consistently percentiles of enemy stats, rather than their own, they will not scale in the same way that DPS or healers will.
    It would be interesting if mitigation skills would scale with your stats. Each CD would have its own potency, and would scale with Defense, Vitality and even some secondaries. Tenacity to increase the effect, critical rate to allow for critical mitigation, etc...
    (0)

  3. #33
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Falar View Post
    A logical starting point would have been 50% of the VIT on these accessories. Don't know why they went so low.
    They most likely didn't want to add the STR in the first place so they put the minimum amount of STR to match the 270 accessories with melds and substat difference.
    It was the easier option rather than re-balancing gear stats or raid content.
    Right now, STR on Vit accessories is still not part of the game design and SE simply did a quick & dirty patch.

    Let's not go thinking that SE adjusted Omega Savage as was likely finalized when they put STR on Fending accessories.
    Most likely, they did a quick regression test to check the higher Tank damage wouldn't break the raid balance and trivialize the content.
    it's pretty obvious when you see the minuscule STR increase from ilvl 320 to 340. They had to give us some increase out of principle but didn't want to make Tanks any stronger.

    But at least, they now have a viable framework for future content.
    Gear and Fights can now be designed under the premise that tanks DPS will scale from right side. I'm fairly certain that in the next raid tier, the STR increase from the max ilvl accessories will be more significant.
    (1)

  4. #34
    Player
    LadyCeles's Avatar
    Join Date
    May 2015
    Posts
    132
    Character
    Lady Celes
    World
    Lamia
    Main Class
    Gladiator Lv 70
    crafte d accessories with str and direct hit melds might be the new way to go
    (1)

  5. #35
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by LadyCeles View Post
    crafte d accessories with str and direct hit melds might be the new way to go
    That's my plan. In 3-4 weeks when the prices are better I am going to buy full i320 right side and meld STR VI Primary and advanced meld a ton of direct hit. Hell, I am going to be visiting the leveling queue heavy and often and try to get a bunch of Savage Aim VI and may even try to get some of those in the 1st advanced meld slot.
    (0)

  6. #36
    Player ManuelBravo's Avatar
    Join Date
    Apr 2012
    Location
    Milpitas , CA
    Posts
    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90

    Why is it sooo hard for people to understand?

    So in other words people out there have a hard time understanding, what else is new...For dungeon runs people shouldn't matter, we work fro what we can get get. However for raids / endgame is a different ball game. Why do people keep using dungeon gear, or lower, get into raids and expect not to be yelled at or concerned? Meeting minimum requirements is fine and all, but seriously people know your job stats. ASK people, and at a minimum have tome gear. Why do people think it's hard to get materia? Meld away, ask your FC, do hunts anything. Why can't people use their common sense , select the stat and read? It's not SE fault if people pay, play how they want, and lack common sense >.>.

    -Common sense is dead--

    Note I understand there are casual players, sprouts, and hardcore out there...but please if your going to be swapping between styles at least learn the basics for what players look for, Know your job, be well geared for your level, use food if needed, ASK QUESTIONS...
    (0)
    Last edited by ManuelBravo; 07-20-2017 at 05:38 AM. Reason: addition

  7. #37
    Player
    Coatl's Avatar
    Join Date
    May 2014
    Posts
    747
    Character
    Coatl Days
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    There was a STR DRK in my susano clear party I made for my friend. I used intervention on him, he popped cooldowns and blackest night and he would barely live with like 10% HP most of the time, other times just outright die. This was probably due to the healers not pre-emptively shielding him, but that's a possibility you have to consider when you enter a pug group.

    People forget the reason tanks even wore STR accessories in gordias. It was out of necessity, not because they wanted to. The dps checks were just that tight, and wiping because one single DPS was not being as optimal as they could be was the reality. But now STR accessories are dead. The dps and stress you are costing the healers is not worth your marginal DPS again.

    Quote Originally Posted by LadyCeles View Post
    crafte d accessories with str and direct hit melds might be the new way to go
    They are, and they will be BiS until the next batch of crafted accessories most likely.
    (1)
    Last edited by Coatl; 07-23-2017 at 02:11 PM.

  8. #38
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Shurrikhan View Post
    The main issue, imo, is simply that so much of tanks' arsenals is content-scaling, meaning that their contribution inevitably makes them required at first and inferior later. They can be undertuned or overtuned to make that required phase longer, or vice versa, but as long as their mitigation and tools are consistently percentiles of enemy stats, rather than their own, they will not scale in the same way that DPS or healers will
    Yeah, this is something TERA did. The amount of damage you could mitigate through blocking was solely dependent on your weapon. Regardless of all the problems it had, I think tanking is the one thing it did right.
    (0)

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